• 0

    posted a message on Changing bow.json model based on bow pull?

    I'm having some difficulty in setting models for the bow when the player pulls the bow back to a certain percentage.


    Here is a snippet of my code that I wrote to accomplish this:


    "overrides": [
    {
    "predicate": {
    "pulling": 1,
    "pull": 0.05
    },
    "model": "item/bow1"
    },
    {
    "predicate": {
    "pulling": 1,
    "pull": 0.25
    },
    "model": "item/bow2"
    },
    {
    "predicate": {
    "pulling": 1,
    "pull": 0.45
    },
    "model": "item/bow3"
    },
    {
    "predicate": {
    "pulling": 1,
    "pull": 0.65
    },
    "model": "item/bow4"
    },
    {
    "predicate": {
    "pulling": 1,
    "pull": 0.85
    },
    "model": "item/bow5"
    },
    {
    "predicate": {
    "pulling": 1,
    "pull": 1
    },
    "model": "item/bow6"
    }
    ]


    However, what ends up happening is that for every pull percentage here that is not specified (i.e. 60%, 15%, etc) the bow model reverts to the original bow model instead of remaining as the previously specified model.


    For example, when the bow is at 25% charged, the model changes to item/bow2. However, upon reaching 26% charged, the bow model reverts to item/bow (the original).


    How can I fix this?

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Pull Percentage Override Text for Bows

    I'm having a little bit of difficulty setting models for bow based on its pull percentage.


    What I expected to happen was that the model would change to the specified model, remain as that model, and change to the next specified model when the bow reaches the next percentage amount.


    For example, when the bow is at 20% charged, model A would appear, then switch to model B when the bow reaches 40%.


    What is instead occurring is that the bow model changes to the specified model, then becomes the standby model again until the next percentage is reached.


    For example, let's say the bow in standby is model Z. When the bow reaches 20% charge, the model changes to model A...then reverts back to model Z until it reaches 40% charge and becomes model B.


    What do I need to add to the .json code to prevent the latter example from occurring?


    < Code Snippet >


    "overrides": [
    {
    "predicate": {
    "pulling": 1,
    "pull": 0.05
    },
    "model": "item/bow1"
    },
    {
    "predicate": {
    "pulling": 1,
    "pull": 0.25
    },
    "model": "item/bow2"
    },
    {
    "predicate": {
    "pulling": 1,
    "pull": 0.45
    },
    "model": "item/bow3"
    },
    {
    "predicate": {
    "pulling": 1,
    "pull": 0.65
    },
    "model": "item/bow4"
    },
    {
    "predicate": {
    "pulling": 1,
    "pull": 0.85
    },
    "model": "item/bow5"
    },
    {
    "predicate": {
    "pulling": 1,
    "pull": 1
    },
    "model": "item/fullbow"
    }
    ]


    Help greatly appreciated. Thanks in advance.

    Posted in: Resource Pack Help
  • 0

    posted a message on [Request] 3D Samus arm cannon

    I am willing to make this model for you.


    However, I will not be able to create this in the next few days, due to some personal matters.


    If you do not mind waiting about a week, I'll gladly take your request.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Custom Sword Request

    I made five 32x32 images based off the image provided.



    If you are interested in downloading these textures, here is a link to mediafire:


    http://www.mediafire.com/download/2e11tl64p3ta2nc/flamberges.zip


    Please do not redistribute the textures if you download them, they are intended for personal use only.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Custom Sword Texture (I Need Help)

    I was under the impression that you wanted textures for the swords in the images for an adventure map, so I did not attempt to match the coloring with the tool tier.



    It Would Great If You Could Make A Texture For All Swords.

    I interpreted this as "Please make every sword in the two images provided in the first post".

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Custom Sword Texture (I Need Help)

    I completely do not mind if you want a texture to be modified; it helps me understand what looks better, drives me to improve, and usually results in something much better than my first attempt.


    I've reworked the texture to follow your sample image:



    Please let me know if any of my textures are not up to scratch so I can redraw them immediately. Thank you.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Custom Sword Texture (I Need Help)

    I have drawn a few more swords in my spare time. Here are some images:



    I recommend viewing this thread if you intend to ask for textures some time in the future, so that it is easier on the texture artists to decide what you want and the best way to make it.


    http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/resource-pack-discussion/1256217-how-to-properly-request-textures

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Looking for Texture Requests

    I want to improve as a texture artist so I am accepting texture requests. Please don't ask for outrageous things, such as 1024x1024 resolution images or entire texture packs.


    I am also able to make 3D models, so if you want that please state it in your reply.


    Here is an example of my work.



    hopefully I don't get caught by the ugly texture police.


    Thanks in advance.



    Disclaimer:


    I am not the most proficient artist, thus I made this thread in order to improve. I apologize if my textures give you nightmares.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Custom Sword Texture (I Need Help)

    Hello, I'm Rioxas and I am trying to hone my skills as a texture artist.


    I noticed your request for help, and I drew a few swords based on your provided images.


    Here is a sample:



    I made the texture 32x32, seeing as no information specifying any details was added (please refer to the thread about requesting textures :D).


    I purposely did not copy the swords from the provided images because I am afraid that your images may be copyrighted, but I did draw based on the swords.


    If you are interested, please let me know. Thanks.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Need help with an MCMETA file (EDIT: I also need EJM Super Mario to work)

    Off topic, I strongly recommend a text editor like Notepad++ for these kinds of documents.


    I believe this might work for you though, try copying and pasting this into your mcmeta file (be sure that it is named properly and that it is not a .txt file, too often people don't realize that their file is named pack.mcmeta.txt)



    { "pack": { "pack_format": 1, "description": "Pack Message" }}

    It might not, but it's worth a try.

    Posted in: Discussion
  • 0

    posted a message on Lunatrius' mods

    Thank you very much for doing this! The HUD is working perfectly, thanks!

    Posted in: Minecraft Mods
  • 0

    posted a message on Lunatrius' mods

    Thanks for answering my questions and providing the code.


    I am very grateful, but I am running into the problem of the mod not accepting the code.


    In fact, every single time I attempt to load/reload the configuration, I am presented with "Something went wrong!"


    Upon saving the default configuration, I noticed some differences in the code, so I attempted to experiment with removing one fragment of code from the default. I deleted the "Show Biome" function of the default config (from bracket to bracket, not a single line), and the config failed to work after that, leading me to believe that I may have an odd version of the mod. I will attempt to redownload the mod.

    Posted in: Minecraft Mods
  • 0

    posted a message on Lunatrius' mods

    Hello. I have been searching through this thread for a tutorial on how to customize the InGameInfo HUD.


    Do I create a new text file in the .minecraft/config folder, or do I edit the existing InGameInfoXML.cfg file?


    I am also hopelessly lost on where/how to put the code in the text document in order to get it to work.



    I see on the previous posts that some helpful people post links to code documents to create a custom HUD, so if a kind person would write up the necessary code to create the following, I would be very grateful.


    [Bottom Right]

    - Helmet Large Icon

    - Helmet Max Durability (Numerical)

    - Helmet Current Durability (Numerical)

    - Chestplate Large Icon

    - Chestplate Max Durability

    - Chestplate Current Durability

    - Legging Large Icon

    - Legging Max Durability

    - Legging Current Durability

    - Boots Large Icon

    - Boots Max Durability

    - Boots Current Durability

    Durability Numbers change color based on percentage remaining (i.e. < 25% = red, < 50% = yellow)


    [Above ArmorHUD]

    - Potion Icon

    - Potion Duration (Seconds)

    Potion Duration changes color based on time left (i.e. < 30 seconds = red)


    [Upper Right]

    - Biome (Slime Chunk)

    - FPS

    - Ping

    - Light Level



    If anyone could link me to a text document which creates this, I would greatly appreciate it.


    Thanks in advance for any information regarding my questions.

    Posted in: Minecraft Mods
  • 0

    posted a message on TnT Physics may be bugged...

    If you are using 1.8, TNT cannons were "fixed" and PrimedTnt is now pushed by water.


    This causes many issues, including reduced velocity dealt to nearby entities and the removal of hybrid cannons.


    Currently, there are no good workarounds besides downgrading to 1.7



    As I heard from a friend: "1.8 was bountiful. It gave blocks to builders, commands to command-blockers, redstone contraptions for redstoners, dungeons for survivalists, and completely broken TNT mechanics to cannoneers."

    Posted in: Minecraft (Bedrock) Support
  • 0

    posted a message on [MCEdit Filter] Searching for Command Block to Text File Filter

    I am looking for a good MCEdit filter which can export commands in command blocks as a single text file so that reading each command for mistakes is simpler than going through each block.


    I have found two, both with flaws that I prefer not to have: a 1.8 Redstone Module Converter and Import/Export Commands filter.


    The 1.8 to 1.9 Converter filter does not work with 1.9 command blocks (as Repeat clocks do not use redstone blocks) and the Import/Export command filter somewhat scrambles the order of the commands, making it harder to understand.


    If anyone knows of a better filter, I would greatly appreciate a link to it. Thanks in advance.

    Posted in: Commands, Command Blocks and Functions
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